View Full Version : [MOD] Australian Colonization


PiMan
Jan 28, 2009, 12:40 AM
Australian Colonization v. 0.40.01

My first mod, and I'm happy enough with it to reveal it to you all.
This mod covers the history of Australian colonisation, from the landing in Sydney Cove in January 1788 to federation in 1901 (play can continue for many years beyond this date).

File location: http://forums.civfanatics.com/downloads.php?do=file&id=11681

Current Features:

Three Australian leaders. Edmund Barton, Alfred Deakin, Peter Lalor. All previous leaders have been replaced.
Native American leaders have been switched with Aboriginal elders. Personality and 3D models retained from original.
English leader is now Queen Victoria. National trait changed to Conquistadors, representing the even greater technological advantage held over the Australian Aboriginals compared to the Native Americans.
Can now also travel north to Europe.
Timescale suitably adjusted for the period.
Some 'Pedia entries have been suitably adjusted, as well as most general text entries.
Start game with a Merchantman, a standard soldier and two petty criminals.
Immigration slower than in original, particularly at start of game.
Now works with official patch 1.01f and includes most changes made by said patch
Resources changed as marked in changelog/update history

Known bugs:

Victoria's face doesn't respond correctly during diplomacy.
I'm sure the fix is simple, but I don't have a 3D program that I probably need to fix it at this time.
Some text will refer to Queen Victoria as 'he' or 'his'. Some will refer to a single chief rather than multiple elders. Some older resources may be referred to. If you see any of these, please tell me.
Some things have been assigned to entire nations rather than individual leaders/players. This is a game design flaw on the part of Firaxis that was never supposed to be seen, but the nature of this mod makes it difficult to avoid. It's meta.

Near future developments:

A new version should be here soon to implement features planned for this patch but delayed, such as changing tools to require both iron and coal. Also, a new building that is capable of producing trade goods at the expense of either hammers or tools (not sure which yet). 3D bonus resources might also be available, but don't hold me to that. This will be my first foray into python code.
Change in background music. I'm looking to get permission from William Barton to use his music, as it suits the game perfectly. He is the only person to have played didgeridoo with the London Philharmonic Orchestra.

Future developments:

Victory type: Referendum - if you are at good relations with the Queen when you declare independence the normal way, you will not have to fight a war of independence.
Replace founding fathers with Australian people.
New 3D art for all leaders

Further future developments (post version 1.0):

Random Event: Gold rush - Colony automatically created inland, gold 'discovered' nearby.
(if at all possible) Version 2.0 designed for Civilization IV: BTS. - This is to make the mod as accessible as possible.

Ongoing developments:

Updating and trimming Civilopedia
Game balance correction


Update history
(0.25.01 -> 0.40.01)


Resource changes

Silver - Gold
Cotton - Grapes
Cloth - Wine
Fur - Wool
Tobacco - Coal Ore
Ore - Iron Ore
Cigars - REMOVED


Resource artwork, names of buildings, and names of workers have been suitably changed. However on the game map, bonus resources have not been edited. So coal looks suspiciously like a tobacco plantation.

Tentative bug fix for immigration overflow error. Functional but untested.

I'm halfway through pedia fixes for the above changes. Text trims have also been made.

(0.25 -> 0.25.01):
Patched to work with official patch 1.01f
(0.20 -> 0.25):
Aboriginal city names are now locationally accurate.
Excess city names have been trimmed from XML files.

PiMan
Jan 29, 2009, 06:47 AM
Mod is now live.
This post reserved for future mod developments.

Dale
Jan 29, 2009, 09:35 AM
As an Aussie myself, this is great to see! :D

Where in Melb? I'm close to Franga.

PiMan
Jan 29, 2009, 05:12 PM
Not giving myself away too much, I'm about halfway up Eastlink.

Dale
Jan 29, 2009, 06:00 PM
Cool I know the area. I used to work at Centro's HQ which is in a big shopping centre near there. :)

PiMan
Jan 30, 2009, 08:05 AM
Updates will be fortnightly until I reach 30 posts, due to file moderation by Civfanatics for new users and me not wanting to have delays between when I post the change and when you can access it. After that, they may be as frequent as weekly.

Game crash fixes will be posted immediately, but I don't expect any of those for a while since I'm only using XML so far and I test before uploading.

PiMan
Jan 31, 2009, 08:18 AM
In celebration of reaching 30 posts far faster than previously expected, I present the first update.

Update Ver. 0.25:
All native nations now have accurate city names.
Excess city names (all but London) have been removed from XML files

Dryhad
Feb 06, 2009, 06:10 PM
I've been working on such a mod myself, so if you'll allow me I'd like to help.

One major thing I've got is founding fathers (although my leaders are different, so Barton and Lalor are FF instead of leaders):

Politics:
Arthur Philip (Units cost 25% less to purchase in Europe)
Bennelong (Strengthens relations with the natives)
D'Arcy Wentworth (+3 Liberty Bells per Town Hall)
James Busby (Native lands cost 50% less to purchase)
Peter Lalor (Increases Liberty Bell production by the tax rate)
Henry Parkes (+3 Liberty Bells per Printing Press and Newspaper)
Edmund Barton (Increases hammer production by the tax rate)
Maybanke Wolstenholme (+25% Liberty Bells per settlement)
Samuel Griffith (+1 food on plots with at least 2 food)
Ferdinand Chevillard (+50% defense per settlement)
Henk Sneevliet (Provides 3 Elder Statesmen)

Trade:
Pieter van den Broecke (Market prices are less sensitive)
Jacques Specx (+1 movement for Merchantman)
Georg Eberhard Rumphius (Increases Education production by the tax rate)
John Macarthur (+50% Wool per settlement) [Note: Wool replaces Cotton]
William Redfern (+3 hammers per Town Hall)
Alexander Berry (+50% Lumber per settlement)
Edward Wollstonecraft (+50% Tobacco per settlement)
Edward Smith Hall (+3 Liberty Bells per Schoolhouse, College and University)
James Brogden (+50% production of Textile Mill, Coat Factory, Rum Factory, and Cigar Factory, 50% fewer Tools needed to construct buildings)

Exploration:
Luis Váez de Torres (+1 movement for Caravels)
Abel Tasman (+1 movement for Galleons)
Willem de Vlamingh (Sailing to and from Europe takes 50% less time)
James Cook (Provides 1 Merchantman)
Matthew Flinders (+1 Trade Goods per Dock, Drydock, and Shipyard)
William Lawson (+1 movement for Wagon Trains)
Gregory Blaxland (Pioneers require 50% less Tools)
William Wentworth (+1 movement for Scouts)
Charles Sturt (Provides 2 Seasoned Scouts)
Burke and Wills (+1 movement for Wagon Trains and Scouts)

I haven't quite finished Religion or Military (suggestions?) but here are some people who might be suitable:

Religion:
Richard Johnson
Samuel Marsden
John Williams
Robert Clark Morgan
George N. Gordon
John Gibson Paton
Maurice Leenhardt

Military:
Robert Ross
Francis Grose
Hendrik Merkus de Kock
Charles Fremantle
Johan Harmen Rudolf Köhler
Eeldert Christiaan van Daalen

PiMan
Feb 06, 2009, 10:44 PM
Do you mind if I use that list (with minor modifications)? Founding Fathers was the part of the game I was most worried about doing because of difficulty in getting enough names in all the right areas.

Update will be a bit delayed due to its size. I am adjusting the resources to Australian equivalents, and due to the chosen resources this means a few game mechanic changes too. For example, there will be no equivalent to the Cigar building and there will now be a building to make trade goods (this might come later).

Dryhad
Feb 10, 2009, 11:28 PM
Do you mind if I use that list (with minor modifications)?
Of course I don't mind! That's why I posted it!

PiMan
Feb 10, 2009, 11:47 PM
I'll implements them after v0.4 (the next version)

Slab2Go
Feb 21, 2009, 05:29 AM
Nice one, but where's Ned Kelly in the founding fathers list ?

PiMan
Feb 21, 2009, 06:41 AM
I'll probably add him to one of the lists. I'll have to think about what he does though.

Maybe he can go in the military for a laugh.

Dryhad
Feb 21, 2009, 06:49 PM
I'll probably add him to one of the lists. I'll have to think about what he does though.

Maybe he can go in the military for a laugh.
Ooh, that's a good one. Military needs more, but I was focusing mostly on Vinegar Hill and Eureka.

My version also includes Indonesia and New Zealand (and everywhere in between) so that's why there's a number of Dutch people there. I don't know if you'll want to include non-British nations but for what its worth I think it'll make it more interesting.

For the Netherlands, I had Anthony van Diemen (Mer, Ind) and Herman Willem Daendels (Mer, Mil).
For France I had La Perouse (Coo, Res) and Charles Guillain (Coo, Ent).
For Portugal I had Francisco Xavier do Amaral (Dev, Det) and Gaspar da Costa (Dev, Dis)
Spain didn't have any lasting colonies in the area, so I didn't include them.

Natives were:
Maori
Nyungar
Papuans
Pitjantjatjara
Wiradjuri
Palawa
Mataram
Macassans

Dale
Feb 21, 2009, 08:09 PM
Spain didn't have any lasting colonies in the area, so I didn't include them.

You WHAT?

http://en.wikipedia.org/wiki/Spanish_East_Indies

PiMan
Feb 21, 2009, 08:21 PM
Expanding to New Zealand is a realistic option for my mod, since they were once part of New South Wales too.
Expanding to Indonesia is not a likely prospect for some time. The conditions for colonisation in Indonesia were very different to that of Australia. Australia was a penal colony, and when I implement a convict system for the mod, then it would not be correct for Indonesia.
It is an Australian Colonization mod, not an Australasian mod.

Also, I like seeing how the game engine reacts to having more than one player of the same nation.

ExtraCrispy
Feb 21, 2009, 09:10 PM
Is New Caledonia included in this? I'm giving the mod a try now.

PiMan
Feb 21, 2009, 09:23 PM
Sorry, the French are not currently included to any degree and map scripts and such have not been created to even represent the area.

Dryhad
Feb 24, 2009, 04:40 AM
You WHAT?

http://en.wikipedia.org/wiki/Spanish_East_Indies
Just the slightest bit too far north, I'm afraid.

Here's the last bit of my mod, with a bit of discussion. Constitution options (I wasn't sure how the constitution would work in a hypothetical "Federation Victory" if you will, but I figured I'd do this so that a. it's there if it's needed and b. Independence Victory can be kept as a "what if history"):

Immigration: Open Immigration OR White Australia (Slavery was never much of an issue in Australia, European settlement having begun in the dying days of the slave trade and Arthur Phillip's determination that it be slave free. In it's place, I've used the debate between allowing immigrants, largely Pacific Islanders imported under indentured servitude to work on sugar plantations, or maintaining the White Australia Policy, supported by the labour movement with equal parts fear for local jobs and racism. Open Immigration adds two indentured servants to each settlement and White Australia increases the production of manufactured goods by 25% [note that this is different from the vanilla Slavery's effect, which increases raw materials])
Election: Westminster Monarchy OR Republic (By the time of Federation, absolute monarchy had largely gone out of fashion. However there was, and still is, a debate on whether or not to keep the British head of state as our own. There is no functional difference between these and their vanilla counterparts)
Natives: Terra Nullius OR Native Rights (Terra Nullius means "Land Belonging to No One" and the idea that this was the state of the continent before European settlement remained official policy shockingly until the 1990s. After Mabo v Queensland, the policy was overturned. Aside from the changing of Manifest Destiny to a more Australia appropriate name, there is no difference to the vanilla version)
Religion: Same as vanilla (The separation of church and state is one of the few freedoms specifically enshrined in the Constitution of Australia)
Security: Same as vanilla

Slab2Go
Feb 27, 2009, 12:50 PM
Hey Dryhad,

somehow Burke & Wills just don't quite fit - unless your +1 movement scouts & wagons die after 3 turns...

Slab2Go
Feb 27, 2009, 12:53 PM
...by the way, your Military list could include William Bligh, governor of Sydney at the time of the Rum Rebeliion (yes, THAT Capt. William Bligh)

Dale
Feb 27, 2009, 02:16 PM
Exploration:
- Flinders needs to become Bass & Flinders
- Hume and Hovell should be in there somewhere
- Blaxland, Wentworth and Lawson should be together (as all three crossed the Blue Mountains for the first time)
- Burke & Wills are too old (1860's), better explorers earlier.
- Willem de Vlamingh WHO???? I'd use Dampier instead. Sailed the same region a couple of years later and is more famous (plus an Englishman ;))
- John Oxley (found the site for Brisbane)
- Thomas Mitchell (explored western Victoria all the way to Portland)

Dryhad
Feb 27, 2009, 04:11 PM
Exploration:
- Flinders needs to become Bass & Flinders
- Hume and Hovell should be in there somewhere
- Blaxland, Wentworth and Lawson should be together (as all three crossed the Blue Mountains for the first time)
- Burke & Wills are too old (1860's), better explorers earlier.
- Willem de Vlamingh WHO???? I'd use Dampier instead. Sailed the same region a couple of years later and is more famous (plus an Englishman ;))
- John Oxley (found the site for Brisbane)
- Thomas Mitchell (explored western Victoria all the way to Portland)
Long story short: Exploration is the smallest FF category with the largest pool of potential candiates. You can basically put whoever you want in Exploration, I'd rather focus on Military and Religion where potential candiates are lacking (could any "explorers" be justified in one of those categories?)

Also, I don't know what you're smoking saying 1860's is too old. My version lasts until 1944 maximum, PiMan's goes until 2003!

Dale
Feb 27, 2009, 04:22 PM
B&W stood out as the only ones not from pre-1840's. That's all. And I didn't know the timelines. :)

PiMan
Feb 27, 2009, 07:14 PM
PiMan's goes until 2003!

Is that when mine finishes? I'd never bothered to check.
It probably finishes at a different year for different game speeds.

All the actual content however is historically to be no later than 1913 (founding of Canberra)

Dryhad
Feb 28, 2009, 05:52 PM
Is that when mine finishes? I'd never bothered to check.
It probably finishes at a different year for different game speeds.
If it does, then you did it wrong. I based that figure on Quick because it uses 1 year:1 turn. If the other speeds end at different dates, the number of months per turn needs to be tweeked until they don't.

All the actual content however is historically to be no later than 1913 (founding of Canberra)
The vanilla game has content that goes some ways after independence (Nathaniel Hawthorne, top tier Religion Founding Father, wasn't even born until 1804!) You may want to consider doing something similar for the sake of "what if"

PiMan
Feb 28, 2009, 06:05 PM
If it does, then you did it wrong. I based that figure on Quick because it uses 1 year:1 turn. If the other speeds end at different dates, the number of months per turn needs to be tweeked until they don't.


The vanilla game has content that goes some ways after independence (Nathaniel Hawthorne, top tier Religion Founding Father, wasn't even born until 1804!) You may want to consider doing something similar for the sake of "what if"

I'll tweak it to finish at the end of 1900, but this is another of those little things I'm not all to worried about for now. Content first, tweaking later... then more content.

If I go much further, then the game is going into modern times, and I don't much want to include planes and tanks in the revolutionary war. I could do it, but I don't want to at this stage.

Dryhad
Mar 01, 2009, 02:53 AM
If I go much further, then the game is going into modern times, and I don't much want to include planes and tanks in the revolutionary war. I could do it, but I don't want to at this stage.
Oh I wouldn't suggest that. Since Colonization doesn't have a tech tree that sort of thing is easily avoided. No, I was thinking more of Founding Fathers. For example, I have Henk Sneevliet as my top tier Political Founding Father. Since you're not including Indonesia he doesn't apply, but he was in the Dutch East Indies from 1913 to 1918. Obviously technology shouldn't be included, but the odd historical figure is probably a good thing.

PiMan
Mar 01, 2009, 04:25 AM
I'm perhaps a little weird in that when I include a feature, I'm going to include the whole feature.
For example, I recognise that Australian colonisation took place in the 19th century, so I will be including railroad eventually. Still not certain about whether the railroad will have the same effects as Civilization IV railroad, or if I will significantly reduce its benefit, but it will be there eventually.

Slab2Go
Mar 03, 2009, 02:57 AM
some more suggestions for FFs
Religion - Caroline Chisholm
Mil - Major George Johnston (who lead the Rum Rebellion)

GarretSidzaka
Mar 08, 2009, 03:05 PM
added mod your modcast!!! come listen in 2 weeks

PiMan
Mar 12, 2009, 02:37 PM
Like many mods, my mod is not compatible with the patch. the resources update is being delayed even further in order to get a working update out ASAP.

PiMan
Mar 15, 2009, 08:57 AM
v0.25.01 now available. Works with official patch 1.01f

chrissifniotis
Mar 21, 2009, 10:15 PM
Wow, I can't wait for this thing to be fully completed. I might decide on getting the mod next month when the bandwidth refreshes. :goodjob:

PiMan
Mar 26, 2009, 06:30 AM
added mod your modcast!!! come listen in 2 weeks

Thanks for this, it will add some great publicity for my mod.

I have taken the time to record a response to your analysis of my mod. You will find it attached here and on Apolyton.
Dear ModCast Crew,

I was honoured to hear you were featuring my mod on your modcast, but I think you were overly harsh on it due to some misinformation.

Firstly, my name is PiMan, because of the number Pi. Just thought I'd clarify that.

Also, you criticised my choice of leaders, so I ask you this: Why did Colonization's development team choose Washington and Adams as leaders for the English Colonies? Obviously, it is because they were the first presidents of the United States. Similarly, I chose Barton and Deakin, as they were Australia's first Prime Ministers after independence, and they played significant roles in achieving Australia's independence.
Choosing Admiral Phillip as leader makes only a little more sense than choosing Captain Edward Maria Wingfield as leader of the English in vanilla Colonization. Phillip will however be a founding father when I change those.

You mentioned the presence of Dutch and German colonies on Australia before the Enlgish arrived, this is just not true. While they did explore the western and northern coastlines and even make landfall a few times, they did not create a long term colony. The British were the first Europeans to stay in Australia.

You criticised my inclusion of the Maori of New Zealand, whom weren't even in my mod. I included the Murri of Queensland, which you would have realised if you had just used Wikipedia, or even read the Civilopedia entry in game (which was just copied from Wikipedia anyway).
And I could have included the Maori if I wanted to anyway, since New Zealand was officially part of New South Wales until 1840.

And many Aboriginal Australians would be offended by you saying there were no native groups. Perhaps they weren't nations in the same way as natives in the Americas, but there were specific regions with specific names.
The native nations I used are the traditional names used by Aboriginal people in their respective areas, while individual city names are the traditional tribe names within each area.

The flags I chose to be behind each leader were there for a reason.
Barton had the Australian Federation Flag, designed in 1831, as it was Barton's preference to be the official flag of the new Australian nation.
Deakin had the Australian Flag (as it was during his time as Prime Minister).
Lalor had the Eureka Flag, because Lalor is most famous for being leader of the Eureka Stockade, when the flag was first used.

Your analysis wasn't all bad though. I will take into consideration the inclusion of opals, although not the expense of gold. Because gold was far more important to Australia's history than opals. As a result of the gold rush of the 1850s, Melbourne's population increased several fold within a decade to more than 500,000.

Thank you again for featuring my mod on your modcast, perhaps you would like to take another look in a few months when the mod will hopefully be closer to version 1.0

Best regards, PiMan.


The attached file you see here is just an ogg file zipped up. I use it because it is better quality than mp3.

Keeshi
Mar 26, 2009, 10:49 AM
*claps* I salute you sir!

Dale
Mar 26, 2009, 01:55 PM
I posted some comments about the Modder's Spotlight in ModCast. I think they really need to re-visit their analysis and get a few things right themselves. :gripe:

http://forums.civfanatics.com/showthread.php?t=315430

Ignore them mate, you did a great job and I'm happy to have the Civ in AoD2. :)

This is just another example of the lack of ModCast coverage and support for Col mods. :gripe:

chrissifniotis
Apr 09, 2009, 01:21 AM
Since you're the creator of the mod, I wanted to ask you, I've been playing the mod since the start of the month and I really like it so far, but I wanna ask, do you mind if I start to post screenshots in the gallery or perhaps wait until the mod is closer to completion?

PiMan
Apr 09, 2009, 02:40 AM
Go ahead. You may want to wait a bit though, as the first resources update is very close to complete. I predict I'll be done before Easter is over.

chrissifniotis
Apr 09, 2009, 08:29 PM
:p These don't show resources, but thanks for the update, and awesome, I know a little about the products used in Australia, without revealing too much, I take it Rum will remain in the mod?

PiMan
Apr 09, 2009, 10:05 PM
Rum will remain, but I was considering removing or changing it, since the only reference to rum I could find was the rum rebellion, which didn't actually have anything to do with rum.
The biggest reason as to why I didn't remove it, is because I couldn't think of anything better for sugar to be processed into.

chrissifniotis
Apr 10, 2009, 12:44 AM
Hmm, I asked because I've been looking at Wikipedia myself and found a line about rum trading being very popular in English Colonial trade in the history site;
The colonies relied heavily on imports from England for survival. The official currency of the colonies was the British pound, but the unofficial currency and most readily accepted trade good was rum.
- Wiki on Australian History 1788-1850 (http://en.wikipedia.org/wiki/History_of_Australia_(1788%E2%80%931850))
Maybe I'm not reading it right, but that's how I saw it.
Also, last question. :blush: It's more to the future, but is it likely you might change the banners of the colonies, which all currently are the English flag, to the flags imposed behind the leaders? I ask simply because I find the flags currently to be redundant to the time, and the new flags would represent the different leaders.

PiMan
Apr 10, 2009, 01:09 AM
Rum certainly was well traded at the time, but rum's importance has been over stated. Part of what you read there is caused by people trying to legitimise the story of the Rum Rebellion that was only invented 50 years later. If you were to travel to the early 19th century and ask about the Rum Rebellion, no one would have any idea what you are talking about.

The military in charge of the colony of New South Wales were known as the Rum Corps on account of their stranglehold on the distribution of Rum, the main currency in the colony at the time. There was considerable unhappiness with the way some of the colonies were run. In New South Wales this led to the Rum Rebellion.
(From wiki/Rum_Rebellion)
... almost no one at the time of the rebellion thought it was about rum. Bligh tried briefly to give it that spin, to smear his opponents, but there was no evidence for it and he moved on. Many years later, in 1855, an English Quaker named William Howitt published a popular history of Australia. Like many teetotallers, he was keen to blame alcohol for all the problems in the world. Howitt took Bligh's side and invented the phrase Rum Rebellion, and it has stuck ever since.


Although I also recognise that I understated the importance of rum in my previous post.


As to your other question, I'll consider it. I do like the idea of them all having the same flag, as they really are all the same nation. But for gameplay purposes, I can see where you are coming from.

chrissifniotis
Apr 10, 2009, 03:30 AM
Ah, I get it now, thanks for that.

PiMan
Apr 13, 2009, 05:16 AM
I probably wont get this by the end of Easter, due to a bug that has just turned up.

I found that entirely removing the Cigars resource required SDK modifications, I made these modifications and successfully compiled the code, but I'm getting an error when starting (or loading) a game in my mod.
Before I removed the resource from the SDK, I was getting an error blaming CivIV's dll file at the end of the first loading screen, but now I get an error blaming ntdll.dll that appears when starting a game inside the mod.

chrissifniotis
Apr 14, 2009, 02:28 AM
I've actually discovered a bug by accident, which I'm willing to lay blame wholely to Firaxis because of the monumental numbers, and I want to tell you if you're not already aware.
It's to do with immigration, I found it by how I personally play the game, I tend to try to produce expensive products and expand territory to keep my colony afloat. I sell a lot of the right-prised products to yield high income, so I can hurry immigration when I can and want to quickly. With the set prices for each colonist, it no longer becomes whether I can wait a turn or two to score a free colonist or buy one, but rather whether I have the gold, and most often I do, so naturally the required amount of crosses grows higher exponentally.
I have a couple of screenshots I'll post later on about this to show you, but it's when I reach the 1-1.5 million crosses when the bug starts to appear and seems to remain, one of two things happen, either nothing unusual and the crosses continue to grow, or one of the three Hurry Immigration choices, usually the lowest, cost 0, in fact grants you gold if chosen, and immigration is reset to 0/1. Even if the latter occurs and all three choices cost 60 gold, as the required crosses increases further up, the chances of the latter event occuring increases, and with that you can get two or more colonists for 60 gold each straight.
Do you have an idea of what I mean? :blush: I hope so. I felt it was best to tell you about it, I feel it's an unknown and 'useful' bug, but can only be reached in the late game and with constant rushing immigration.

PiMan
Apr 14, 2009, 03:21 AM
I didn't think their integer limits would be so low. What has happened is the increased amount of crosses I set as requirements has increased so fast that it has crossed the line of the highest number the engine can understand.
For example, if it is limited to 4 byte integers, then they can get as high as 01111111 11111111 11111111 11111111 (2,147,483,647), but just one more, and the number is changed to -2,147,483,647 and then starts approaching 0.
The game would probably crash entirely if you managed to get all the way back to 0.
I'll have to set the immigration figures back to more reasonable numbers, and I'll include it in the next update.

Just so you know, it is still possible to achieve these numbers in vanilla, it just takes far longer.

chrissifniotis
Apr 14, 2009, 04:47 AM
Ah, right, okay then.

PiMan
Apr 17, 2009, 02:20 AM
I still can't figure out what has gone wrong in my mod, related to the bug I mentioned earlier.
Here is my mod in its entirety, including all C++ files. (~25MB)
http://www.atomicgamer.com/file.php?id=77555

If any one is able to get it to actually play, or can give insights as to why it doesn't work, that would be great.
The error I get is a crash to desktop blaming ntdll.dll whenever I try to load or begin a new game. But the Pedia works fine.
The last thing I did in development was remove all traces of cigars from the C++, and then remove Cigars from the font files.

In trying to figure out what went wrong, I have looked for mentions of cigars in all C++ and python files, and looked for hardcoded values related to number of yields.

If you wish to test the mod with the last working versions of the font files, they have been provided one folder higher up. The last working version of the dll is just as it was in vanilla(+patch) and the mentions of cigars, tobacconists and cigar buildings have merely been commented out in the XML rather than removed entirely.
Change all these things back and the mod works, but not as I want it to work.

Resource changes reference:
Food - Food
Lumber - Timber
Silver - Gold
Cotton - Grapes
Cloth - Wine
Fur - Wool
Coats - Coats
Sugar - Sugar
Rum - Rum
Tobacco - Coal Ore
Cigars - REMOVED
Ore - Iron Ore
Tools - Tools
Muskets - Firearms
Horses - Horses
Trade Goods - Trade Goods
Hammers - Hammers
Bells - Bells
Crosses - Crosses
Education - Education

PiMan
Apr 19, 2009, 10:27 AM
The working version of the patch is less than 24 hours away.
In fact, the "non working" patch actually works. The problem was with my computer, not the mod. There are still a couple of edits I've yet to make, but this is playable.

PiMan
Apr 20, 2009, 08:01 AM
v0.40.01 is uploading as I type. Get it while it's hot.

See first post for details.

Dryhad
May 16, 2009, 09:35 PM
I finally got around to finishing my Military founding fathers. Three of them are Dutch, but it took me this long with just the once I have so I'll leave it to others to find new ones.

Robert Ross (Provides 2 Petty Criminals)
Philip Gidley King (+25% Education per settlement)
Francis Grose (Increases Rum production by the tax rate)
William Bligh (Free promotion of Skirmisher I for Naval Units)
George Johnston (+1 Liberty Bells per Armory, Magazine, and Arsenal)
William Cox (+1 movement for Pioneers)
Hendrik Merkus de Kock (Free Veteran1 promotion to Naval Units, +1 movement for Frigates)
Charles Fremantle (+50% strength for Frigates)
Johan Harmen Rudolf Köhler (Provides 3 Veteran Soldiers)
Eeldert Christiaan van Daalen (+50% Great General emergence)
Ned Kelly (Increases Gun production by the tax rate, +50% strength for petty criminals)

Still looking for two more religious founding fathers to finish the set.

Blackbeard
Jun 07, 2009, 06:44 AM
This MOD is really great. Thanks for your effort PiMan! :)

Is there an australian map available, I can´t find one... :(

PiMan
Jun 07, 2009, 10:17 AM
There is no Australian map available yet. I have been swamped by uni for ages now, but exams are only days away, so I will have plenty of time after that.
I still need to tweak resources, then I will follow that up with implementing the founding father suggestions and getting some sort of Australia map going. I'm not sure whether I will create the full map first or the map script (to be based on an existing Pangea type script).

Blackbeard
Jun 07, 2009, 02:53 PM
Make it a full one with parts of Indonesia and New Zealand that would be great. :)

PiMan
Jun 07, 2009, 07:22 PM
As I think I stated earlier in the topic, it is not part of the scope of this mod to include Indonesia, and I'm hesitant to include New Zealand because of how much further east it is when everybody is arriving from the east. The result would be either lots of open sea or lots of "To Europe" squares.

Dryhad
Jun 10, 2009, 02:43 AM
As I think I stated earlier in the topic, it is not part of the scope of this mod to include Indonesia, and I'm hesitant to include New Zealand because of how much further east it is when everybody is arriving from the east. The result would be either lots of open sea or lots of "To Europe" squares.
I thought you were planning on the primary route to Europe being north? Even west makes sense, both geographically and historically.

Also, Religious founding fathers. Once again, these are for Australasia, not necessarily Australia, so there's a bunch from Vanuatu, but here they are anyway:

Christovao Rangel (+25% defense per settlement)
Richard Johnson (Increases Cross production by the tax rate)
Samuel Marsden (+50% native conversion rate from Missions)
John Williams (Provides 3 Jesuit Missionaries)
Edward Gibbon Wakefield (+3 Crosses per Town Hall)
Robert Clark Morgan (-25% Crosses needed for immigration)
Elizabeth Darling (Free Schoolhouse for each settlement)
Caroline Chisholm (Free Church for each settlement)
George N. Gordon (+25% conversion rate from Missions. Strengthens relations with the natives)
John Gibson Paton (Provides 3 converted natives)
Maurice Leenhardt (Native land costs 50% less to purchase. Strengthens relations with the natives)

By the way, Blackbeard, as I said earlier I was originally working on a mod that would include Australia, Indonesia, and New Zealand so if there's enough interest and PiMan doesn't object to me stealing his thunder and I can find the time I might procede with that.

PiMan
Jun 10, 2009, 04:04 PM
I thought you were planning on the primary route to Europe being north? Even west makes sense, both geographically and historically.


By the way, Blackbeard, as I said earlier I was originally working on a mod that would include Australia, Indonesia, and New Zealand so if there's enough interest and PiMan doesn't object to me stealing his thunder and I can find the time I might procede with that.

The primary route is and always will be East for this mod. The point about north is that it is now possible to travel that way, just as it is possible to travel west in this and the original. The only direction that Europe can't be found in is south. While the other routes make a little sense historically, East is where nearly everything happened. More than half of all Australians today live in the eastern three states.

If you want to make your mod, don't let me stop you. Just make sure to tell me in this topic about any of my content that you use.
If you are just referring to making a map or map script for this mod, go ahead. You would be appropriately credited in-game.

lapens
Oct 14, 2009, 09:00 PM
While the other routes make a little sense historically, East is where nearly everything happened. More than half of all Australians today live in the eastern three states.

Ahem... live in the eastern four states... (he says while looking at his location...). Although we don't have a large population we are certainly one of the eastern states - we're just always forgotten!! :undecide:

Great work though PiMan - what's the latest update?

Dale
Oct 14, 2009, 09:06 PM
Thought you were part of Victoria. ;)

PiMan
Oct 14, 2009, 10:10 PM
I do apologise for not keeping up with this. I slacked off during the winter holidays, and I haven't had time since. I will next have a reasonable amount of time after my exams in mid-november. Expect an update by the end of the year, and I'm hoping to make it a big one.

chrissifniotis
Oct 15, 2009, 12:10 AM
Sounds interesting. Considering a numbers of events leading up to now, I don't really blame you. :lol: Still, you go at your pace. :)

lapens
Oct 15, 2009, 09:39 PM
Cheeky bugger Dale :) If I remember correctly, Melbourne was in fact settled by Taswegians so it is you who should be part of our state!

PiMan: To bring it back to topic, is there a detailed Aussie map in your 'big' update later this year? I was thinking that the perfect map for Aussie colonization would stretch from southern Queensland to the bottom of Tassie, including the east coast and as far inland as say the central-state borders. Without considering scale here, that would provide an interesting playable region that includes most of the early settlement area in Eastern and South-Eastern Australia?

PiMan
Oct 15, 2009, 09:54 PM
I made the mod with the whole of Australia in mind, so if I were to create a map focusing solely on east and south east Australia, then I'd need to change the Aboriginal civ names and city names as well as a few colonial city names. At this stage, the map will be a whole Australia map, with consideration for that later as some sort of mod-modcomp